goyuken
0094562d2a
per previous discussion, IEmulator.ResetFrameCounter() should reset lag frame related stuff as well
2012-11-25 15:41:40 +00:00
goyuken
e69307276c
gb: implement new CGB color preset "GBA"
2012-11-21 21:09:01 +00:00
goyuken
4ccf2412b4
GB: gambatte saved a thumbnail of the framebuffer to savestates internally, which was only used with some core-internal "UI" stuff that we don't bother with. disable that feature. does not break old savestates.
2012-11-21 13:43:58 +00:00
goyuken
5fc4b3f6c6
minor GB cleanup
2012-11-19 17:59:57 +00:00
goyuken
8d20c2e351
gambatte: fully implement cgb palette selection
2012-11-18 18:46:57 +00:00
goyuken
12844bbd7f
GB: gbc color change infrastructure. not hooked up to UI yet
2012-11-18 17:02:55 +00:00
goyuken
ad3e1bff21
gb gpu view: beautify and add scanline callback control
2012-11-06 17:54:04 +00:00
goyuken
ac1f9a90a1
libgambatte: switch the system bus read to use a much safer (100%?) deterministic peek. also implement core side stuff for scanline-based callback
2012-11-05 20:15:53 +00:00
goyuken
ef4bb14d59
gb gpu view: oam
2012-11-05 15:58:51 +00:00
goyuken
32a3d9db80
gbhawk gpu viewer: work correctly with palettes and CGB extended BG data
2012-11-05 04:09:04 +00:00
goyuken
271d4102e8
GB: add "GPU Viewer", similar to other gpu debugging tools. doesn't do much yet.
2012-11-05 01:34:11 +00:00
goyuken
3575eb849b
z80gb: add new disassembler
2012-11-03 18:17:55 +00:00
goyuken
944c8e412f
gbhawk: tracelogger shows disassembly now
2012-11-02 23:19:16 +00:00
goyuken
3eda4a90a6
gbhawk: tracelogger
2012-11-02 19:44:31 +00:00
goyuken
8d8e636450
libgambatte: add memory read\write callbacks, maybe? not sure how to test it...
2012-10-14 15:10:33 +00:00
goyuken
b40897bb77
sound api changes. added a new ISyncSoundProvider, which works similarly to ISoundProvider except the source (not the sink) determines the number of samples to process. Added facilities to metaspu, dcfilter, speexresampler to work with ISyncSoundProvider. Add ISyncSoundProvider to IEmulator. All IEmulators must provide sync sound, but they need not provide async sound. When async is needed and an IEmulator doesn't provide it, the frontend will wrap it in a vecna metaspu. SNES, GB changed to provide sync sound only. All other emulator cores mostly unchanged; they just provide stub fakesync alongside async, for now. For the moment, the only use of the sync sound is for realtime audio throttling, where it works and sounds quite nice. In the future, sync sound will be supported for AV dumping as well.
2012-10-11 00:44:59 +00:00
goyuken
b545d79fb6
lua: add emu.on_snoop()
2012-10-06 13:34:04 +00:00
goyuken
d3d2ce8893
gb: fix line breaks in rom annotation status details. fuck cr\lf forever.
2012-10-03 16:50:10 +00:00
goyuken
98d9f13600
change IEmulator.DeterministicEmulation to get-only; the old interface implies that a core should be able to take a change to the property at any time, which isn't feasable. most existing cores changed to return true all the time. SNES now takes determinism parameter in Load()
2012-10-03 15:31:04 +00:00
goyuken
b6e4d9996e
DCFilter: add a "push" mode more suited to being placed between a resampler and a metaspu
...
Gambatte: change the order of output from "GB => resampler => metaspu => DCFilter" to "GB => resampler => DCFilter => metaspu".
This doesn't change anything under most circumstances, except when playing the emulator in slow motion (for instance, 50% throttle). There, the metaspu sometimes adds silence to the output, which isn't actually silence if it has a different DC offset than the audio it's being mixed with. Well, 50% throttle sound output will always suck anyway...
2012-09-29 22:38:47 +00:00
goyuken
a9304bef26
GB: memory domains now work correctly immediately after a loadstate
2012-09-29 13:03:14 +00:00
goyuken
e39d759d95
gambatte: some rom annotation status details
2012-09-26 03:24:00 +00:00
goyuken
b6f6b9a5db
gambattehawk: add slightly more intelligible error messages on bad mapper number load attempt
2012-09-24 20:20:21 +00:00
goyuken
71916f698d
i was going to fix gambatte savestates in a clever way, but i ended up just changing around a few things and then giving up
2012-09-23 16:56:11 +00:00
goyuken
51fc8e695c
add 'bool rendersound' to IEmualtor.FrameAdvance()
...
if false, the emulator is free to gain whatever speedup it can by not doing audio processing (shouldn't change anything sync related, though)
the core should still always call SoundProvider.GetSamples() after each FrameAdvance(), else DRAGONS
at the moment, only test-implemented in gambattehawk
2012-09-20 19:52:47 +00:00
goyuken
a87a9c1cd5
add "Default CGB" button to gambatte color chooser for default CGB grayscale
...
if no palette at all is available, the core will internally default to the "bsnes improved" palette
2012-09-16 17:09:52 +00:00
goyuken
727e441bb4
change gameboy control "Reset" virtual button to "Power" virtual button
...
some consoles have both "Reset" and "Power" notions, so this is to be more consistent
i'm not sure that i got all references...
2012-09-16 16:25:54 +00:00
goyuken
a7bdd745c6
move ColorChooserForm to the MultiClient
...
also disable its menu item if the emulator is currently in CGB mode (since it doesn't do anything)
2012-09-15 18:30:11 +00:00
adelikat
644f7415b9
Remove some delete controller images from the .sln file, GB Palette Config - misc dialog tweaks
2012-09-15 17:44:17 +00:00
goyuken
cfe73b292d
add gambatte boot flags to menu and config. i don't like all that stuff in mainform, but it works anyway...
...
TODO: these flags must also be added to .chickenfucker file header
2012-09-15 16:14:03 +00:00
goyuken
27b5d29f0c
Gambatte: soft resets (all 3 lines of code!)
...
Internally, Gambatte implements this as a full hard reset of everything except saveram. There are comments in the code to suggest that this is appropriate real console behavior...
2012-09-15 02:36:19 +00:00
goyuken
83e145c36f
change the IEmulator saveram interface.
...
i don't like doing this, but there were already two emus with special bandaid logic in MainForm.cs
i hope this doesn't break something, but if it does i'll fix it
2012-09-14 22:28:38 +00:00
goyuken
4101efb92d
implement ClearSaveRam in gambatte core, and fix a bug with using memory domains before any frames have been run
2012-09-14 21:29:35 +00:00
goyuken
1697e77042
gambatte: leave CoreOutputComm strings empty since we have nothing to say (for the moment)
2012-09-14 15:50:35 +00:00
goyuken
6053d1bf89
add ability to save to gambatte-style palette files
2012-09-14 00:35:31 +00:00
goyuken
c05c9ebda7
add loading of gambatte-style palette files to the palette selector (includes drag and drop)
2012-09-14 00:02:37 +00:00
goyuken
f5d37cf73b
the world would end if microsoft ran it
2012-09-13 23:09:03 +00:00
goyuken
c72ac19037
gambatte pal editor: use system color picker dialog
...
... but something about the customcolors isn't working right?
2012-09-13 22:20:05 +00:00
goyuken
bf5625655d
rename gambatte memory domains per todo list
2012-09-13 21:19:26 +00:00
goyuken
12d06a2c94
add system bus memory domain to gambatte
...
in order to guarantee correct resolution of mappings and mmio every time, all calls go straight to the core and are not cached
this makes this domain slower in performance than the other ones. it can also be more difficult to use in some cases because you have to resolve mappings that you may not care about.
there is also the possibility of side-effects on reads, although i do not believe that this actually happens in any situations. still, use at your own risk.
2012-09-13 21:03:34 +00:00
goyuken
76c68bf6d5
add "interpolate" button to dmg color select
...
idea shamelessly ripped from bgb
2012-09-12 23:45:42 +00:00
goyuken
03caa3b32f
gambatte dmg palette editor. blah.
2012-09-12 22:18:51 +00:00
goyuken
1e6a9415c1
add Sound.Utilities.DCFilter and use it in gambatte
...
haven't decided yet whether i like the idea; it's mostly about playing nice with other audio mixing (from other applications)
well, it's not bad anyway...
2012-09-11 21:30:50 +00:00
goyuken
d57e195e52
gambatte: add oam, hram to memory domain list
2012-09-11 19:05:44 +00:00
goyuken
25c34d2ca6
significant speedup in gambatte MemoryDomains by keeping shadow copy of native memory
...
not quite sure at the moment what each of the domains actually is, though
2012-09-11 17:37:17 +00:00
goyuken
ed2b690f75
add memory domains to gambatte
...
appears to work, but i don't really have much of anything to test on it
ramwatch is horribly slow
2012-09-11 15:28:38 +00:00
goyuken
f2ce38851a
add IsLagFrame, LagCount, Frame to Gambatte savestates
2012-09-11 01:46:57 +00:00
goyuken
4e35cb566f
functioning saveram support for gambatte
2012-09-10 23:40:53 +00:00
goyuken
62f2771a8e
gambatte: lagframe stuff is hooked up and appears to be working
2012-09-09 21:57:15 +00:00
goyuken
a6caa8680d
fix up rom loading routines for libgambatte to use memory block directly (and not file)
2012-09-09 21:15:54 +00:00